Arma 3 already has head tracking in the form of TrackIR. This would also currently be an issue for those users too. Headtracking would be handled the exact same. If it is not giving TrackIR users issues, then it won't affect VR goggle users either.

As you can see, unlock is displayed correctly because it has the proper vehicleClass(CLASS) "SystemMisc". EndGame Objective Randomizer has the wrong vehicleClass(CLASS) "Misc". It looks like what ever dev wanted to move ModuleHvtObjectiveRandomiser_F to Misc from Objects used the class display name and not the class classname as they should have done.

@Adam
You can clearly see by the screenshot he is running mods. In the bottom right corner there is a puzzle piece. next to the helicopter is a different mod logo, which means its config properties were modified by a mod.

The image shows you are running mods. try again without mods enabled. There are even icons next to them indicating the helicopters have been modified by one of your mods. It sounds like your mod isn't inheriting classes properly. This probably explains their invisibility, name and generic icons to the left.

So what your saying is you want a HMD (helmet mounted display)? Otherwise I can perfectly lock on to targets to the helicopter 3 and 9 o'clock with the gunner optics.

This is in the wrong category! "Firing from Vehicles" refers to infantry firing their rifles from passenger positions of vehicles. This is a "Feature Request"

The nose of the helicopter is based of the physical working prototypes of the Comanche. I don't think it was ever given a working sensor before the project was cancelled. You're video is how the sensor should be IMO.

Well, ammo boxes are considered objects and all objects must have a side. This issue is so minor. The fix would be a complete redo on how this game handles side relations, not a small task, and for what, so you can parse ammo box configs faster?

Also when you set an object captive, it becomes civilian. You're back at square one.

Faction on the other hand, I don't think it would effect AI behavior.

I have to ask, how many ammo boxes are even in arma 3. Last I call, it was around 20. 20 instances of a script that searches strings shouldn't take that long.

I think that allVariables profileNamespace should definitely be possible in single player. Dont take that away. As for multiplayer, sure, make it disabled by default. It is a super useful command for debugging in non security concerning situations.

See, there it is. When you actually make they effort to explain the problem, then we have a better chance of getting it fixed. Yelling "this thing sucks. It's broken. Fix it", gets you nowhere. I can confirm that stance adjust works poorly with double tap keys if at all. This is a legitimate issue. The title should be changed to reflect it better.

At no point did I say subsonic ammunition didnt effect weapon performance. Also, for a game that doesn't simulate weapon jams and overheating, I dont think sub sonic ammo is a big issue. All issues IRL dont need to be simulated.

"bullet velocity"... really? did you need to point that out.

I would imagine in 2035 they would have a better grasp on switching between super and subsonic ammo. Also, it's not meant for range. It could be used in CQB scenarios.

Although I agree with you, I have solved this issue easily. All you have to do is clear all your gear normally, and then save it as a preset. Then whenever you want to clear your character, just load that preset.

@Gekon
Sorry, my mistake, it's an issue with the publisher, not the launcher. I have no issues getting CfgMods working with non-Steam mods.
Could you possibly post an example on how to use the PBOPREFIX to avert this issue? I have little experience with prefixing. So far I have been making my addons without a pbo prefix.

I have no idea what you mean by overwriting the class with an empty value. What will that even acheive?

Just to be clear, @ is not in the pbo name. This would be the file path:
(Arma 3 exe directory)/@My_Mod/addons/My_Mod.pbo

The fact that holding your breath has no effect is bad. Whatever weapon sway there is while standing or crouching, deployed should be significantly less, except for maybe when you are getting suppressed.

P.S. Title should be "decrease weapon sway, for sniper rifles, while using bipods"

I would agree with everybody else, But AI is terrible and unreliable in SP campaign. They are actually a liability when trying to use guerrilla tactics. I have been spotted so many times because of them.

There is absolutely nothing wrong with an easy mode. Arma 3 is all about options. Who cares if people don't play it the way you do. Nobody is forcing you to play with them. Adding this option to the game under recruit or regular has no effect on your experience whatsoever.

Let people have an easy ride and get hooked. Then show them what Arma is really about. This isn't life, it's a game.

Notice OP's title "Singleplayer Campaign". This is nothing more than a script that BIS needs to add on easy just for the campaign. It wouldn't be an engine changing feature.

Make sure that your charachter is WALKING and not SPRINTING or JOGGING. If you do not know how go to:
configure > controls > Infantry movement > Walk or run toggle

Even when using the debug method I still got a True return when WALKING, not jogging.

This command is also not reliable for what you want to do. It doesn't necessarily say the unit is walking. It says that walking is toggled and not jogging. If the unit is sprinting it could still return true. I just means that the units current default pace is walking. So its whether the unit will return to walking or jogging after it is done sprinting.

I don't think weapon factory is the right term. It's just another way of filtering weapons, which I agree with. It would be nice to have more filter settings like weapon type (smg, lmg, rifle) and by addon to de-clutter the list a bit.

The vehicles don't let you re texture anything you want to, only preset ones set in their configs. It's up to the mod maker to make that possible.